precision highp float;

uniform sampler2D renderTexture;
varying vec2 textureCoordinate;


void main (void) {
    vec4 mask = texture2D(renderTexture, textureCoordinate);
    vec4  alpha = texture2D(renderTexture,textureCoordinate + vec2(-0.5,0.5));
//    gl_FragColor = mask;
//    float r = mask.x *255.0;
//    float g = mask.y *255.0;
//    float b = mask.z *255.0;
//    if(g== 1.0 && r == 1.0 && b == 1.0){
//        mask.x = 1.0;
//        mask.y = 1.0;
//        mask.z = 1.0;
//        mask.w = 0.0;
//    }else{
//        mask.w = 1.0;
//    }
//    if(mask.a==0.0) discard;
    
    gl_FragColor = mask;
   
//    gl_FragColor = vec4(mask.rgb,mask.w);
}

